hah the pic doesn't show for some reason the error message says : javaw.exe -Application ErrorThe instruction at "0x0f00c059" referenced memory at "0x0f17c808". The memory could not be read.Click Ok to terminate the program(which I did)

What graphics card do you have? Also at which point this error shows? Any logs generated?

Thanks for the report, there is unhandled one case when the card doesn't support NPOT textures (will fix in next update). But your card doesn't seem to support Pixel Shaders 2.0a/b or better, so the game wouldn't work anyway.

Thanks for the report, there is unhandled one case when the card doesn't support NPOT textures (will fix in next update). But your card doesn't seem to support Pixel Shaders 2.0a/b or better, so the game wouldn't work anyway.

X300/X550/X1050 does support pixel shader 2.0. It's the same architecture as the X800, just slower.

I'm getting the same error on that Intel based machine. It's actually an exception printed to the log (as posted before), but the exe-file crashes with this application error.

Thanks for information. Old Intel graphic cards are not supported, they have poor performance and not much capabilities. I'll check what's needed to support the newest ones such as the already mentioned GMA 4500HD.

Thanks for information, though this graphics card is far below minimum requirements.

Do you plan to disable pixel shading on machines with a graphics card below your current minimum requirements? I only have an ATI Radeon 9250 Pro at home, I will try your game on another machine with an Nvidia Quadro FX 3450, I hope it will work.

Do you plan to disable pixel shading on machines with a graphics card below your current minimum requirements? I only have an ATI Radeon 9250 Pro at home, I will try your game on another machine with an Nvidia Quadro FX 3450, I hope it will work.

Most likely not. It's true that I've been thinking a bit about creating legacy renderer which would use just fixed function pipeline and not any fancy features for older or slow integrated cards. But it would mean I would have to support two very different renderers and I would have to think about how to create any new effect in both renderers. This would be too much effort for very little gain since even pretty old cards can do decent shaders.

Test on Quadro FX or GeForce FX would be welcome, theoretically it should work too. Probably with blocky ambient because GF FX can't handle bilinear interpolation of float textures. Also someone with Radeon X700 would be helpful too (or any other Radeon card with PS 2.0b).

Most likely not. It's true that I've been thinking a bit about creating legacy renderer which would use just fixed function pipeline and not any fancy features for older or slow integrated cards. But it would mean I would have to support two very different renderers and I would have to think about how to create any new effect in both renderers. This would be too much effort for very little gain since even pretty old cards can do decent shaders.

I understand your position but I thought you would "simply" not implement some fancy effects on old hardwares in order to have one main high-end renderer and a worse renderer with less features, not 2 full renderers. For example, my graphics card has no pixel shader and crappy vertex shader, I expected from having no fancy effects but something playable. I know making a FPS requires a lot of energy, I understand that you prefer not investing any time to create a legacy renderer.

I understand your position but I thought you would "simply" not implement some fancy effects on old hardwares in order to have one main high-end renderer and a worse renderer with less features, not 2 full renderers. For example, my graphics card has no pixel shader and crappy vertex shader, I expected from having no fancy effects but something playable. I know making a FPS requires a lot of energy, I understand that you prefer not investing any time to create a legacy renderer.

Shaders are not simply effects, it's completely different way of doing things. They're part of the engine renderer, not just some optional artist created effects. This is common misconception.

I would have no way to eg. implement volumetric smoke without shaders, but I really need this effect for gameplay. I would have to use many sprites for the legacy renderer. It would behave differently (poorly) and would be misused to take advantage in network play.

1) it's unreliable2) it's alien concept to users3) it can't handle big apps well (like 0.5GB and more), the cache is limited to 1GB at maximum4) doesn't have support for mirrors5) uninstalls are very poor and impossible to hook own uninstall script (even if it's theoretically possible)6) needs Java installed7) not so nice UI...

1) it's unreliable2) it's alien concept to users3) it can't handle big apps well (like 0.5GB and more), the cache is limited to 1GB at maximum4) doesn't have support for mirrors5) uninstalls are very poor and impossible to hook own uninstall script (even if it's theoretically possible)6) needs Java installed7) not so nice UI...

I suggested this only for the demo, not for the whole project. I would advise you to use IzPack rather than Java Web Start for the final release, it is very clean, stable and professional.

Currently all settings, screenshots and logs are stored directly in the application bundle. You can view the content by right clicking on it, choosing "Show Package Contents" and then navigate to Contents and Resources folders.

This game rocks, congratulations for finishing it, it's just like counterstrike. Very clean and crisp graphics and movement.

My FPS was 58-80 on a dual core vista with a Nvidia GEFORCE 8600M GT.

The way the bots die and fall down is great, as are the body shadows. There's a fair amount of vertical retrace choppyness when you strafe, but I suppose that's because you aren't yet sync'ing the frame rate to the screen refresh so you can better test performance?

The menus are nice and minimal. Having to be connected to the internet to play isn't so good I think. Some good bot AI and more weapons would be awesome. I noticed that you can run with shift and aim with right click, can you also duck?

This game rocks, congratulations for finishing it, it's just like counterstrike. Very clean and crisp graphics and movement.

My FPS was 58-80 on a dual core vista with a Nvidia GEFORCE 8600M GT.

Thanks. Yeah there was a lot of work needed to finish the playable alpha version. Over the time I've incrementally moved half of the items in TODO required for first public alpha to post-release time (including many optimizations). But finishing playable game means that every important feature is there so I can now focus on adding new features and enhancing existing stuff without much problem

The way the bots die and fall down is great, as are the body shadows. There's a fair amount of vertical retrace choppyness when you strafe, but I suppose that's because you aren't yet sync'ing the frame rate to the screen refresh so you can better test performance?

Yes, I'll add both vsync and FPS limiter with user choosen limit. The problem with vsync is that it increases input lag and there can be frequent changing from 30 to 60 FPS when the FPS is varying over the edge (this could be fixed by applying FPS limiter to eg. 50 FPS max so the vsync would always end up with 30 FPS). Some players prefer to use it, others not. The tearing is different for each monitor type, eg. on my CRT monitor it's practically not noticeable and there are many types of LCD too. Also some users are more sensitive to it than others.

The menus are nice and minimal. Having to be connected to the internet to play isn't so good I think. Some good bot AI and more weapons would be awesome. I noticed that you can run with shift and aim with right click, can you also duck?

This game is multiplayer only, there is no plan to add bots. The existing bot is used only for developing when I need test some features that can't be tested with just one player. More weapons will be added in subsequent updates. You can check all available actions in Options -> Controls.

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